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Catman2004
11-11-2005, 05:14 AM
I plan on going Necro/poison, but im unsure of my build

01) --> Zombie horde==>
01) --> Alkaloid==>
02) --> Envenom==>
04) --> Weaken==>
06) --> Enchant undead==>
08) --> Life Drain==>
10) --> Hover==>
12) --> Grave Knight==>
14) --> Fly==>
16) --> Neurotoxic Breath==>
18) --> Sould Extraction==>
20) --> Antidote==>
22) --> Assault==>
24) --> Manuevers==>
26) --> Lich==>
28) --> Paralytic Poison==>
30) --> Tactics==>
32) --> Dark Empowerment==>
35) --> Poison Trap==>
38) --> Noxious Gas==>

I havn't gotten around to doing the slots. Im not sure if i want to get group fly for my henchmen. Has anyone had any personal experiences with how helpful a group travel power is for an MM? thanks :)

MoonlightKnight
11-20-2005, 07:43 PM
I'd say forget the group travel power... it seems to be easier to just let your minions follow you. You'd be better off just investing that slot to another, more useful power. Most MMs seem to be taken with the Leadership pool, which makes sense.

I don't know the Necro set very well so I couldn't help you with the slotting issue.

Meltman
11-21-2005, 02:52 PM
I plan on going Necro/poison, but im unsure of my build

01) --> Zombie horde==>
01) --> Alkaloid==>
02) --> Envenom==>
04) --> Weaken==>
06) --> Enchant undead==>
08) --> Life Drain==>
10) --> Hover==>
12) --> Grave Knight==>
14) --> Fly==>
16) --> Neurotoxic Breath==>
18) --> Sould Extraction==>
20) --> Antidote==>
22) --> Assault==>
24) --> Manuevers==>
26) --> Lich==>
28) --> Paralytic Poison==>
30) --> Tactics==>
32) --> Dark Empowerment==>
35) --> Poison Trap==>
38) --> Noxious Gas==>

I havn't gotten around to doing the slots. Im not sure if i want to get group fly for my henchmen. Has anyone had any personal experiences with how helpful a group travel power is for an MM? thanks :)

Travel:
I've seen someone use group flight, seemed useful. Although my mastermind has Group Teleport, which is very useful for MMs, since they can sneak past a group to attack them from a better angle. I'm not sure hover would be that useful, since you have melee henchmen. (If they run out of range of your leadership buffs, it would be harder to catch up to them) Maybe get the attack instead of hover? Or switch travel powers (unless you specifically want flight with that character concept)

Powers:
I'd change the order of when you get the leadership pools. I'd go manuevers, tactics, assault instead. That's what I did, worked pretty well. (You don't look like you're getting many attacks yourself, so def and acc would help YOU out more than assault would.) Why no rez though? Solo build? (Personally, I'd get the rez instead of the trap, since it's a sleep effect)

As far as slots:
You need a bunch of slots in the heal if you want it to be effective. (Heal and recharge would be good, maybe one or two end reductions)

6 slot your 2nd and 3rd poison powers. Especially Envenom. Those debuffs are great. (I'd slot with def debuff and acc in envenom, maybe a recharge, and acc debuff and acc in weaken, again, maybe a recharge if you feel it isn't coming back soon enough. Though without any recharge enhancements both will come back before they wear off.)